Cubemain.txt File Guide
| OVERVIEW: This is the file that controls one of the most interesting aspect in the game that is used by the horadic cube (that you get from second quest in act 2). | |
| RELATED .TXT FILES: This file is using:
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| COLUMN DESCRIPTIONS : | |
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| description | This column has no function, it only serves as a comment field to make it easier to find specific recipes. |
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| enabled | Boolean, this controls if a recipe is active in-game, 1 stands for yes and 0 stands for no. |
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| ladder | Boolean, 1 if only allowed in ladder on realms (TBD) (Note: Also works for single player, tcp/ip) |
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| min diff | minimum game difficulty to use recipe (0 = all difficulties, 1 = Nightmare and hell, 2 = hell only). |
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| version | Tells the game if this is a old classic, new classic or expansion recipe, 0=old classic d2, 1=new classic d2 and 100 is expansion recipe. (*I am not sure if 1 is used in this file, but this column works the same way it works in all the other item related files so it probably does.) |
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| op | replaces realtime field, can now select requirement for allowing recipe (See Appendix A for more details) |
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| param | replaces realtime field, can now select requirement for allowing recipe (for more details see Appendix A). |
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| value | replaces realtime field, can now select threshold for custom requirement (for more details see Appendix A). |
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| class | You can use this to make a recipe class specific by using the class codes, aka ama, bar, pal, nec, sor, dru and ass. |
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| numinputs | Controls the number of items you need to put into the cube for this recipe. If you are using the “qty” parameter in any inputs this number must include the sum of quantities. |
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| inputs 1 through 7 | This controls the type of inputs used for the recipe, each cell stands for a different item. Also includes input parameters, please refer to Nefarius' Cubemain Code Reference in the Keep's resource section in order to read about these codes. • input 1 - primary item of recipe, target of outputs for item transform recipes. |
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| output | Defines the first recipe result item. Also includes output parameters, please refer to the Cubemain Code Reference in the keeps resource section to read about these codes. |
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| lvl | Controls the level of the item that is created in the first output field, note this value force spawns the item at this specific level. Its also used in the formula for the next two fields. |
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| plvl | This column uses a portion of the players level for the output level. |
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| ilvl | This column uses a portion of the first input's level for the output level. |
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| mod 1 through 5 | Defines additional attributes affixed to the first output item. • mod # - the property code used to specify an attribute. • mod # chance - the chance in percent the property will be assigned. • mod # param - parameter field for properties that use parameters. • mod # min - minimum field for properties that specify a range of values. • mod # max - maximum field for properties that specify a range of values. To make property have a fixed value make mod # min and mod # max the same. |
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| output b | Defines the second recipe result item. Also includes output parameters, please refer to the Cubemain Code Reference in the keeps resource section to read about these codes. |
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| b lvl | Controls the level of the item that is created in the second output field, note this value force spawns the item at this specific level. Its also used in the formula for the next two fields. |
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| b plvl | This column uses a portion of the players level for the output level. |
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| b ilvl | This column uses a portion of the (first or second ?TBD) input's level for the output level. |
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| b mod 1 through 5 | Defines additional attributes affixed to the second output item. These fields work the same way as the mod # fields for the first item. |
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| output c | Defines the third recipe result item. Also includes output parameters, please refer to the Cubemain Code Reference in the keeps resource section to read about these codes. |
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| c lvl | Controls the level of the item that is created in the third output field, note this value force spawns the item at this specific level. Its also used in the formula for the next two fields. |
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| c plvl | This column uses a portion of the players level for the output level. |
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| c ilvl | This column uses a portion of the (first or third ?TBD) input's level for the output level. |
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| c mod 1 through 5 | Defines additional attributes affixed to the third output item. These fields work the same way as the mod # fields for the first item. |
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| *eol | line terminator, must be filled if using MS Excel or similar spreadsheet that eats trailing tabs. |
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APPENDIX A by Joel: | |
| Note: stat is using the ID from itemstatscost.txt (ie strength has ID 0) | |
| Op: Param: Value: Effect: 1 x day # Valid recipe if (current day >= value) 2 x d. code Valid recipe if (current day == day code) [0=sunday,etc ...] 3 stat value Valid recipe if (stat.accr >= value) 4 stat value Valid recipe if (stat.accr <= value) 5 stat value Valid recipe if (stat.accr != value) 6 stat value Valid recipe if (stat.accr == value) 7 stat value Valid recipe if (stat.base >= value) 8 stat value Valid recipe if (stat.base <= value) 9 stat value Valid recipe if (stat.base != value) 10 stat value Valid recipe if (stat.base == value) 11 ? ? ? 12 ? ? ? 13 ? ? ? 14 ? ? ? 15 stat value Valid recipe if (input1.stat.accr >= value) 16 stat value Valid recipe if (input1.stat.accr <= value) 17 stat value Valid recipe if (input1.stat.accr != value) 18 stat value Valid recipe if (input1.stat.accr == value) 19->27 Free op code. 28 x x Display cube lightning on recipe (only works for existing quest related recipes). 29->255 Free op code. | |
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